Mission { missionName = Enemy Base 2 Outskirts; bsp = data/bsp/enemyBase2_0.bsp; music = music/Sodom of Evil.xm; fogColor = 0.05 0.05 0; fogMin = 1000; fogMax = 3000; fogDensity = 0.25; skySphere = textures/game/overcast.png; skySphereSize = 1; weather = WEATHER_RAIN; enemyLevel = 3; enemySpawnList = NME_GRENADE_BLOB|NME_MACHINEGUN_BLOB|NME_MACHINEGUN_DROID|NME_GRENADE_BLOB|NME_MACHINEGUN_BLOB|NME_MACHINEGUN_DROID|NME_LIGHT_PLASMA_BLOB; spawnSize = 5; minSpawnTime = 6000; maxSpawnTime = 9000; supplyCrateList = WEP_UZI|WEP_SHOTGUN|WEP_PLASMA_PISTOL; startCutscene = data/cutscenes/scripts/communicationStart; exitToMission = AUTO; }; // ============ Grappling Hooks ============ Objective { id = 1; priority = OBJ_PRIORITY_PRIMARY; description = Obtain Grappling Hooks; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; // ============ Drawbridge ============ Objective { id = 2; priority = OBJ_PRIORITY_PRIMARY; description = Activate Drawbridge; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; // ============ Sentry Cannons ============ Objective { id = 3; priority = OBJ_PRIORITY_PRIMARY; description = Destroy all Sentry Cannons; status = OBJ_INCOMPLETE; targetValue = 8; active = 1; }; // ============ Base Entrance ============ Objective { id = 4; priority = OBJ_PRIORITY_PRIMARY; description = Gain access to enemy base courtyard; status = OBJ_INCOMPLETE; targetValue = 1; active = 1; }; // ============ Grappling Hooks ============ Trigger { active = 1; type = TRIGGER_TYPE_ITEM_PICKED_UP; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = grapplingHooks; objectiveId = 1; }; // ============ Sentry Cannons ============ Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = allSentry; objectiveId = 3; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = towerPlasmaCannon2; objectiveId = 3; }; Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = towerPlasmaCannon1; objectiveId = 3; }; // ============ Drawbridge ============ Trigger { active = 1; type = TRIGGER_TYPE_NONE; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = drawBridge; objectiveId = 2; }; // ============ Side Entrance ============ Trigger { active = 1; type = TRIGGER_TYPE_ENTITY_KILLED; action = TRIGGER_ACTION_UPDATE_OBJECTIVE; name = baseSideEntrance; objectiveId = 4; }; @END@